The Monk Issue + Guild Wars 2 Release Date

Of course, after I write a very long and detailed post, some major MMO news comes out.

Commence fanboy/fangirl flailing in 3, 2…

The monk issue:

I’ll preface this post by saying that I am speaking from the perspective of a PvE player, so a lot of what I’m about to say doesn’t necessarily apply to player versus player.

Some Pandaren monks in End Time in the Mists of Pandaria betaBefore the expansion’s announcement, one of the things I most wanted to see from World of Warcraft: Mists of Pandaria was a new class.

My wish was fulfilled with news of the monk, but right away, I had a nagging issue in the back of my mind. They seemed very similar to rogues. Rogues are an agile, highly mobile melee class using leather armor, and monks are… an agile, highly mobile melee class using leather armor. Rogues even have a lot of martial arts flavour with abilities like kick and kidney shot.

Still, there were some very unique things about monks. They had no auto-attack at all, while rogues are highly dependent on auto-attacks and getting more so all the time. They also had a unique resource mechanic; like rogues, they used energy to build points to spend on finishers, but they had to balance two kinds of points — light and dark force.

Then beta rolled around, and both those things were scrapped. The differences between the new chi resource and combo points are now very subtle: chi stacks on the player instead of the target, and you don’t need to exhaust your chi to use each finisher. In other words, it’s combo points, but better.

My rogue's transmogrification setI gained the chance to play a monk myself on beta, and the similarities just kept racking up. This is especially true of the monk DPS spec, windwalker. Just compare the rotations.

Thanks to spec homogenization, rogue rotations all look pretty much like this in Mists of Pandaria:

  • Sinister strike/backstab/mutilate to build combo points.
  • Keep rupture or revealing strike on your target.
  • Keep slice and dice on yourself.
  • Spend excess combo points on eviscerate or envenom.

The windwalker rotation looks like this:

  • Jab to build chi.
  • Keep rising sun kick on your target.
  • Keep tiger power on yourself.
  • Spend remaining chi on blackout kick.

Obviously, I’m oversimplifying things. It has been pointed out to me that the windwalker play style is about managing chi, whereas the rogue play style is about managing energy. Windwalkers are also hitting fists of fury on cooldown (although it’s suspiciously similar to a rogue’s killing spree in many ways), and there are combo breaker procs.

My rogue stabbing things on the Molten FrontStill, I find that playing a windwalker feels extremely like playing a rogue. Brewmaster spec — which is hella fun, by the way — is a bit more unique, but even so, I can’t escape the feeling that this is how my rogue would play if she got the ability to tank.

Mistweaver is the only truly unique-feeling spec. Some of this is due to how far different from playing a rogue healing is in general, and — credit where credit is due — part of this is just due to mistweaver being a very unique spec in general.

Unless you’re melee healing, and then it’s pretty much like windwalker spec.

So the play style and feel of monks is, on average, very similar to rogues. But there are still some very big differences. Monks can tank and heal, but rogues cannot. Monks are more mobile than rogues, and their resource mechanics are smoother and more intuitive. They also have better utility and are generally of more benefit to a group, even in windwalker spec. Monks have much better and more impressive spell effects and animations.

My Pandaren monk using life coccoon in the Mists of Pandaria betaDo you see the commonality between all these differences between the two classes?

They’re all ways in which monks are better than rogues.

Of course, there is stealth. That remains the one trump card rogues have over monks. But stealth is pretty much a non-issue outside of player versus player. The (horribly designed) stealth talent tier in Mists of Pandaria does encourage (see: force) rogues to open from stealth more often, but you’re still going to spend the vast, vast majority of your time out of stealth in any PvE situation.

So the question becomes…

Why play a rogue at all?

I’m not someone who spends a lot of time worrying about what other classes can do. Holy paladins were borderline crippled in regards to mutli-target healing compared to other healers for most of Cataclysm, but while I’d be lying if I said it didn’t bother me at all, I never really let it get to me. Certainly not to the point where I’d do a blog about it.

A low level Warsong Gulch match in the World of Warcraft: Mists of Pandaria betaLikewise, I don’t overly concern myself with balance. Again using my paladin as an example, I’m told holy has been nerfed to the ground on the beta, but while I’m certainly not happy, I’m not greatly upset either. They’ll make sure we’re viable, and that’s all that matters.

But monks and rogues have become so similar that it’s impossible not to compare them. I would even go so far as to argue they are more similar than any two classes in the game’s history — discounting feral druids, as they were specifically intended to ape the mechanics of other classes.

And once you start making that comparison, rogues invariably fall short. The monk system of combo points is better. They’re more mobile than rogues. They can fill two roles that rogues can’t. Even as a DPS, they bring far more versatility and group utility.

What can rogues do that monks can’t do better? Tricks of the trade? Big deal. I feel like the only reason to play a rogue in Mists of Pandaria is if you’re too loyal or lazy to level a windwalker.

My rogue infiltrating Ravenholdt on the Fangs of the Father chain

To be clear, I wouldn’t have an issue with monks being superior in many ways if rogues simply brought a unique or more fun play style to the table. But that isn’t really the case.

I’m not asking for monks to be cut down, though. The problem isn’t how much like rogues they are. Everyone deserves to have a bit of rogue awesomeness. The problem is that rogues have stagnated, and now monks are better rogues than rogues.

If Blizzard is going to implement a class that plays so much like a rogue, they should work on enhancing rogue mechanics to make them feel more unique. Make stealth relevant outside of an arena. Make poisons a more class-defining and interactive feature as opposed to bland passive buffs. Give us some new abilities that make us feel like proper rogues. And for the love of all that’s good and stabby, get our combo points off our targets!

Monks win… at least for now:

Unfortunately, it’s probably too late in the beta for any major changes to be made to either class. I foresee that monks and rogues will become one of the great rivalries of the game — like warlocks and mages — and I very much doubt rogues will always be on the bottom, but for this expansion, monks have clearly won.

A Blood Elf monk using flying serpent kick in the Mists of Pandaria betaSo I feel incredibly torn about the monk class. As a Warcraft player, I think it’s a great addition to the game, and I look forward to playing one.

But as a rogue player, I can’t help but feel a little jipped. Blizzard implemented every change that rogues were asking for… in the form of a new class. And now us rogues just feel obsolete.

Review: The Tainted Realm: Vengeance

Review: Vengeance:

“Vengeance” is the first book of author Ian Irvine’s new fantasy trilogy, “The Tainted Realm,” and it is a book for which I have very mixed feelings.

Cover art for "The Tainted Realm: Vengeance" by Ian IrvineIan Irvine is pretty much my hero. I hold his Three Worlds novels to be among the greatest works of literature in the modern era, and it is my greatest aspiration as a writer to one day equal his originality and his ability to write gripping, epic stories.

In many ways, “Vengeance” is as brilliant as his past books, but at the same time, it feels like a book I endured more than enjoyed. That’s not as big a criticism as it sounds, but I’ll explain later. I’m getting ahead of myself — allow me to explain the basics of the book, first.

“The Tainted Realm” is about the conflict between two nations, Hightspall and Cython. In ancient times, Hightspall’s founders invaded the idyllic kingdom of Cythe, massacring its people and ruthlessly despoiling its beautiful cities to build their own nation atop the ruins. The few survivors of Cythe fled beneath the earth and founded the subterranean nation of Cython.

Now, thousands of years later, the tortured ghost of Cythe’s last king marshals Cython for a terrible vengeance against Hightspall.

The story is told primarily from the perspective of Tali vi Torgrist. Tali is one of the Pale, an offshoot of the Hightspallers enslaved within Cython for centuries. As a child, Tali witnessed her mother’s brutal — and absurdly gruesome — murder, and now she has learned she will suffer the same fate if she does not escape Cython.

Other central characters include Rix, a Hightspaller noble tormented by guilt over an unknown crime he can’t remember committing; Tobry, a disgraced noble whose flippant attitude masks the pain of his past; and Rannilt, a seemingly wretched Pale orphan whose courage outstrips the greatest of men.

If this book had been written by anyone else, I’d be singing the praises of these characters. But they don’t quite measure up the quality I’ve come to expect from Ian Irvine. They’re just a little too close to common cliches — the tough little woman who won’t take it anymore, the lovable scoundrel hiding a big heart…

Although to be fair, Ian Irvine has an incredible ability to make his characters grow and evolve over time, so this complaint may not remain true for the duration of this series.

This is ultimately a minor issue, anyway. There’s just one thing that I consider to be a major flaw in “Vengeance.”

Ian Irvine’s writing has always been dark and intense — occasionally even brutal. It’s one of the things I so respect about him; no other author has the guts to put his characters through hell the way he does.

Alternate cover art for "The Tainted Realm: Vengeance"But he’s always kept it balanced. There are always a few brief but welcome moments where the story takes a more positive turn. Even in his most dark and tragic tales, there are moments of warmth and joy to counteract all the heartache.

Not so with “Vengeance.” The entire book is an endless spree of tragedy and horror, with absolutely no pauses for the reader to catch their breath. Any brief moments of joy any character may experience exist only to be brutally ripped away moments later, and they are invariably kicked while they are down.

The end result is a book that will break your heart, numb your mind, and grind your soul. This is why I say it’s a book more to be endured than enjoyed.

But yet, somehow, I feel it is worthwhile in the end. For all that it’s a book I will spend hours if not days recovering from, there’s much here to love.

The story is fast-paced, thrilling, and action-packed in a way that only Irvine can pull off. It’s a fiendishly addictive page-turner that you simply won’t be able to put down. Irvine again demonstrates his brilliant mastery of world-building with the haunting underground world of Cython. And the concept of a country tainted by ancient crimes such that the land itself turns against its conquerors is awe-inspiring and chilling in a way that can rarely be equaled.

I don’t know how to feel about this book. It’s horrible (in terms of content, not quality), but it’s also amazing.

All I can say is that I eagerly await the next installment of the series, but I won’t be recommending “Vengeance” to everyone I meet like I do with the Three Worlds.

Overall rating: 8.4/10 It’s good, but it’s not for the faint of heart.

Now, go buy some Three Worlds books. Do eet.